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Spawn Actors Attached to Multiple Sockets

In the weapon equip system from the marketplace, it only lets you attach weapons to the hand socket or a single socket when they are deselected, however I want to attach each of the different weapons I have to different sockets when they are in neutral unequipped state.

Through altering the blueprint I can get the weapons to spawn at the all the sockets I want (neutral on 2 sockets of back&belt and equip in hand). The problem is weapons attached to neutral sockets (which I made spawned at the beginning of play) do not disappear when I try to equip them in hand. So the gun is equipped to hand and hand swapping works with all weapons, but a duplicate stays on the original sockets.

Not sure if I'm allowed to show the blueprints since most of the setup is from the marketplace. But maybe there is a suggested way of solving this socket problem for multiple spawn actors?

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asked Nov 04 '14 at 08:59 AM in Blueprint Scripting

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avatar image visoutre Nov 04 '14 at 09:05 AM

Like in the original blueprint, the weapon spawn function spawns each weapon from a single weapon class called from an event in level blueprint. This is attached to a socket. The actor is cast to a weapon parent blueprint and the actor/weapon number integer are sent to an actor array.

All I basically changed was I made a variable name array for the 3 socket names and instead of using 1 spawn/attach/cast chain I have 3 then there are 3 sockets. It's structured basically the same way. Have a feeling this change in the weapon spawn function is where the problem is but with coding and blueprints it could be anything

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Ok so I found a solution. In the original blueprint the weapons were attached before they were cast to the weapon parent blueprint and put into an array. So I just attached them to the sockets after they were put into the array. Not sure if it's the best solution, but guess it works for now. Here's a screenshot of the end part I added. Learned a lot about blueprints from this challenge haha.

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answered Nov 04 '14 at 06:31 PM

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